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To Distort or Not to Distort: Distance Cartograms in the Wild 扭曲或不扭曲:距离地图在野外
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174202
S. Hong, Min-Joon Yoo, Bonnie Chinh, Amy Han, S. Battersby, Juho Kim
Distance Cartograms (DC) distort geographical features so that the measured distance between a single location and any other location on a map indicates absolute travel time. Although studies show that users can efficiently assess travel time with DC, distortion applied in DC may confuse users, and its usefulness "in the wild" is unknown. To understand how real world users perceive DC's benefits and drawbacks, we devise techniques that improve DC's presentation (preserving topological relationships among map features while aiming at retaining shapes) and scalability (presenting accurate live travel time). We developed a DC-enabled system with these techniques, and deployed it to 20 participants for 4 weeks. During this period, participants spent, on average, more than 50% of their time with DC as opposed to a standard map. Participants felt DC to be intuitive and useful for assessing travel time. They indicated intent in adopting DC in their real-life scenarios.
距离图(DC)扭曲了地理特征,因此在地图上测量一个地点与任何其他地点之间的距离表示绝对旅行时间。虽然有研究表明,用户可以有效地利用直流来评估旅行时间,但在直流中应用的失真可能会使用户感到困惑,而且它在“野外”的实用性尚不清楚。为了理解现实世界的用户如何看待DC的优点和缺点,我们设计了改进DC的表示(保留地图特征之间的拓扑关系,同时旨在保留形状)和可扩展性(显示准确的实时旅行时间)的技术。我们利用这些技术开发了一个直流驱动系统,并将其部署到20名参与者身上,为期4周。在此期间,参与者平均花费超过50%的时间在DC上,而不是标准地图上。参与者认为数据中心在评估旅行时间方面是直观和有用的。他们表示有意在他们的现实场景中采用数据中心。
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引用次数: 9
ProtoAR: Rapid Physical-Digital Prototyping of Mobile Augmented Reality Applications ProtoAR:移动增强现实应用的快速物理数字原型
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173927
Michael Nebeling, Janet Nebeling, Ao Yu, Rob Rumble
The latest generations of smartphones with built-in AR capabilities enable a new class of mobile apps that merge digital and real-world content depending on a user's task, context, and preference. But even experienced mobile app designers face significant challenges: creating 2D/3D AR content remains difficult and time-consuming, and current mobile prototyping tools do not support AR views. There are separate tools for this; however, they require significant technical skill. This paper presents ProtoAR which supplements rapid physical prototyping using paper and Play-Doh with new mobile cross-device multi-layer authoring and interactive capture tools to generate mobile screens and AR overlays from paper sketches, and quasi-3D content from 360-degree captures of clay models. We describe how ProtoAR evolved over four design jams with students to enable interactive prototypes of mobile AR apps in less than 90 minutes, and discuss the advantages and insights ProtoAR can give designers.
内置AR功能的最新一代智能手机使一类新的移动应用程序能够根据用户的任务、环境和偏好将数字和现实内容融合在一起。但即使是经验丰富的移动应用设计师也面临着巨大的挑战:创建2D/3D AR内容仍然困难且耗时,并且当前的移动原型工具不支持AR视图。有单独的工具;然而,他们需要大量的技术技能。本文介绍了ProtoAR,它补充了使用纸和Play-Doh的快速物理原型,以及新的移动跨设备多层创作和交互式捕获工具,可以从纸草图生成移动屏幕和AR叠加,以及从360度捕获粘土模型生成准3d内容。我们描述了ProtoAR如何在四次设计堵塞中与学生一起发展,在不到90分钟的时间内实现移动AR应用程序的交互式原型,并讨论了ProtoAR可以给设计师带来的优势和见解。
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引用次数: 64
Semi-Automated Coding for Qualitative Research: A User-Centered Inquiry and Initial Prototypes 定性研究的半自动编码:以用户为中心的查询和初始原型
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173922
Megh Marathe, K. Toyama
Qualitative researchers perform an important and painstaking data annotation process known as coding. However, much of the process can be tedious and repetitive, becoming prohibitive for large datasets. Could coding be partially automated, and should it be? To answer this question, we interviewed researchers and observed them code interview transcripts. We found that across disciplines, researchers follow several coding practices well-suited to automation. Further, researchers desire automation after having developed a codebook and coded a subset of data, particularly in extending their coding to unseen data. Researchers also require any assistive tool to be transparent about its recommendations. Based on our findings, we built prototypes to partially automate coding using simple natural language processing techniques. Our top-performing system generates coding that matches human coders on inter-rater reliability measures. We discuss implications for interface and algorithm design, meta-issues around automating qualitative research, and suggestions for future work.
定性研究人员执行一个重要而艰苦的数据注释过程,即编码。然而,大部分过程可能是乏味和重复的,对于大型数据集来说是令人望而却步的。编码可以部分自动化吗?应该是这样吗?为了回答这个问题,我们采访了研究人员,并观察了他们对访谈记录的编码。我们发现,跨学科的研究人员遵循一些非常适合自动化的编码实践。此外,研究人员希望在开发出代码本并对数据子集进行编码后实现自动化,特别是将他们的编码扩展到看不见的数据。研究人员还要求任何辅助工具的建议都是透明的。基于我们的发现,我们构建了原型,使用简单的自然语言处理技术来部分自动化编码。我们性能最好的系统生成的代码与人类编码员在内部可靠性指标上相匹配。我们讨论了对界面和算法设计的影响,围绕自动化定性研究的元问题,以及对未来工作的建议。
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引用次数: 46
Media of Things: Supporting the Production of Metadata Rich Media Through IoT Sensing 物联网媒体:通过物联网感知支持富元数据媒体的生产
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173780
Gerard Wilkinson, Tom Bartindale, Thomas Nappey, Michael Evans, Peter C. Wright, P. Olivier
Rich metadata is becoming a key part of the broadcast production pipeline. This information can be used to deliver compelling new consumption experiences which are personalized, location-aware, interactive and multi-screen. However, media producers are struggling to generate the metadata required for such experiences, using inefficient post-production solutions which are limited in how much of the original context they can capture. In response, we present Media of Things (MoT), a tool for on-location media productions. MoT enables practical and flexible generation of sensor based point-of-capture metadata. We demonstrate how embedded ubiquitous sensing technologies such as the Internet of Things can be leveraged to produce context rich, time sequenced metadata in a production studio. We reflect on how this workflow can be integrated within the constraints of broadcast production and the possibilities that emerge from access to rich data at the beginning of the production lifecycle to produce well described media for reconfigurable consumption.
富元数据正在成为广播制作管道的关键部分。这些信息可以用来提供个性化、位置感知、互动和多屏幕的引人注目的新消费体验。然而,媒体制作人正在努力生成这种体验所需的元数据,使用低效的后期制作解决方案,这些解决方案限制了他们可以捕获多少原始环境。作为回应,我们提出了物媒(MoT),一个用于现场媒体制作的工具。MoT实现了基于传感器的捕获点元数据的实用和灵活的生成。我们演示了如何利用嵌入式无处不在的传感技术(如物联网)在制作工作室中生成上下文丰富的、时间顺序的元数据。我们思考了如何在广播制作的约束下整合这一工作流程,以及在制作生命周期开始时访问丰富数据所产生的可能性,从而为可重构消费提供良好描述的媒体。
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引用次数: 9
Understanding Face and Eye Visibility in Front-Facing Cameras of Smartphones used in the Wild 在野外使用的智能手机前置摄像头中理解面部和眼睛的可见性
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173854
M. Khamis, Anita Baier, N. Henze, Florian Alt, A. Bulling
Commodity mobile devices are now equipped with high-resolution front-facing cameras, allowing applications in biometrics (e.g., FaceID in the iPhone X), facial expression analysis, or gaze interaction. However, it is unknown how often users hold devices in a way that allows capturing their face or eyes, and how this impacts detection accuracy. We collected 25,726 in-the-wild photos, taken from the front-facing camera of smartphones as well as associated application usage logs. We found that the full face is visible about 29% of the time, and that in most cases the face is only partially visible. Furthermore, we identified an influence of users' current activity; for example, when watching videos, the eyes but not the entire face are visible 75% of the time in our dataset. We found that a state-of-the-art face detection algorithm performs poorly against photos taken from front-facing cameras. We discuss how these findings impact mobile applications that leverage face and eye detection, and derive practical implications to address state-of-the art's limitations.
商品移动设备现在配备了高分辨率前置摄像头,允许应用于生物识别(例如iPhone X中的FaceID),面部表情分析或凝视交互。然而,目前尚不清楚用户多久会以一种允许捕捉面部或眼睛的方式持有设备,以及这会如何影响检测准确性。我们收集了25,726张野外照片,这些照片来自智能手机的前置摄像头以及相关的应用程序使用日志。我们发现,大约29%的情况下,整张脸是可见的,而在大多数情况下,脸只是部分可见。此外,我们确定了用户当前活动的影响;例如,在观看视频时,在我们的数据集中,75%的时间眼睛是可见的,而不是整个脸。我们发现,最先进的人脸检测算法对前置摄像头拍摄的照片表现不佳。我们讨论了这些发现如何影响利用面部和眼睛检测的移动应用程序,并得出了解决当前技术局限性的实际意义。
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引用次数: 31
Flexible Learning with Semantic Visual Exploration and Sequence-Based Recommendation of MOOC Videos 基于语义视觉探索的灵活学习和基于序列的MOOC视频推荐
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173903
Jian Zhao, C. Bhatt, Matthew L. Cooper, David A. Shamma
Massive Open Online Course (MOOC) platforms have scaled online education to unprecedented enrollments, but remain limited by their rigid, predetermined curricula. To overcome this limitation, this paper contributes a visual recommender system called MOOCex. The system recommends lecture videos across different courses by considering both video contents and sequential inter-topic relationships mined from course syllabi; and more importantly, it allows for interactive visual exploration of the semantic space of recommendations within a learner's current context. When compared to traditional methods (e.g., content-based recommendation and ranked list representations), MOOCex suggests videos from more diverse perspectives and helps learners make better video playback decisions. Further, feedback from MOOC learners and instructors indicates that the system enhances both learning and teaching effectiveness.
大规模在线开放课程(MOOC)平台将在线教育规模扩大到前所未有的规模,但仍然受到其僵化的预定课程的限制。为了克服这一限制,本文提出了一个名为MOOCex的视觉推荐系统。系统通过考虑视频内容和从课程大纲中挖掘的顺序主题间关系,推荐不同课程的讲座视频;更重要的是,它允许在学习者当前上下文中对推荐的语义空间进行交互式视觉探索。与传统方法(如基于内容的推荐和排名表表示)相比,MOOCex从更多样化的角度推荐视频,帮助学习者更好地做出视频播放决策。此外,来自MOOC学习者和讲师的反馈表明,该系统提高了学习和教学效率。
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引用次数: 37
Tensions of Data-Driven Reflection: A Case Study of Real-Time Emotional Biosensing 数据驱动反射的张力:实时情感生物传感的案例研究
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174005
Noura Howell, Laura Devendorf, Tomás Vega Gálvez, Rundong Tian, Kimiko Ryokai
Biosensing displays, increasingly enrolled in emotional reflection, promise authoritative insight by presenting users' emotions as discrete categories. Rather than machines interpreting emotions, we sought to explore an alternative with emotional biosensing displays in which users formed their own interpretations and felt comfortable critiquing the display. So, we designed, implemented, and deployed, as a technology probe, an emotional biosensory display: Ripple is a shirt whose pattern changes color responding to the wearer's skin conductance, which is associated with excitement. 17 participants wore Ripple over 2 days of daily life. While some participants appreciated the 'physical connection' Ripple provided between body and emotion, for others Ripple fostered insecurities about 'how much' feeling they had. Despite our design intentions, we found participants rarely questioned the display's relation to their feelings. Using biopolitics to speculate on Ripple's surprising authority, we highlight ethical stakes of biosensory representations for sense of self and ways of feeling.
生物传感显示越来越多地加入到情感反映中,通过将用户的情感作为离散的类别来呈现,承诺提供权威的见解。而不是机器解释情感,我们试图探索一种替代的情感生物传感显示,用户形成自己的解释,并感到舒适的批评显示。因此,我们设计、实现并部署了一种情感生物感官显示器,作为一种技术探针:Ripple是一种衬衫,它的图案会随着穿着者的皮肤电导而改变颜色,这与兴奋有关。17名参与者在两天的日常生活中佩戴了Ripple。虽然一些参与者欣赏Ripple提供的身体和情感之间的“物理联系”,但对其他人来说,Ripple培养了他们对自己拥有多少感觉的不安全感。尽管我们的设计意图,我们发现参与者很少质疑展示与他们的感受的关系。利用生物政治学来推测瑞波的惊人权威,我们强调了自我意识和感觉方式的生物感官表征的伦理利害关系。
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引用次数: 43
Design Opportunities for AAC and Children with Severe Speech and Physical Impairments 为AAC和有严重语言和身体障碍的儿童设计机会
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173801
Seray B. Ibrahim, A. Vasalou, M. Clarke
Augmentative and alternative communication (AAC) technologies can support children with severe speech and physical impairments (SSPI) to express themselves. Yet, these seemingly 'enabling' technologies are often abandoned by this target group, suggesting a need to understand how they are used in communication. Little research has considered the interaction between people, interaction design and the material dimension of AAC. To address this, we report on a qualitative video study that examines the situated communication of five children using AAC in a special school. Our findings offer a new perspective on reconceptualising AAC design and use revealing four areas for future design: (1) incorporating an embodied view of communication, (2) designing to emphasise children's competence and agency, (3) regulating the presence, prominence and value of AAC, and (4) supporting a wider range of communicative functions that help address children's needs.
辅助和替代沟通(AAC)技术可以支持患有严重言语和身体障碍(SSPI)的儿童表达自己。然而,这些看似“使能”的技术往往被这一目标群体所抛弃,这表明有必要了解它们如何在通信中使用。很少有研究考虑到人机交互、交互设计和AAC的物质维度。为了解决这个问题,我们报告了一项定性视频研究,该研究调查了一所特殊学校中使用AAC的五名儿童的情境沟通。我们的研究结果为重新定义AAC的设计和使用提供了一个新的视角,揭示了未来设计的四个方面:(1)结合沟通的具体观点;(2)设计强调儿童的能力和能动性;(3)调节AAC的存在、突出和价值;(4)支持更广泛的沟通功能,帮助满足儿童的需求。
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引用次数: 27
Exploring the Design of Tailored Virtual Reality Experiences for People with Dementia 探索为痴呆症患者量身定制的虚拟现实体验设计
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174088
James Hodge, Madeline Balaam, Sandra Hastings, K. Morrissey
Despite indications that recreational virtual reality (VR) experiences could be beneficial for people with dementia, this area remains unexplored in contrast to the body of work on neurological rehabilitation through VR in dementia. With recreational VR applications coming to the market for dementia, we must consider how VR experiences for people with dementia can be sensitively designed to provide comfortable and enriching experiences. Working with seven participants from a local dementia care charity, we outline some of the opportunities and challenges inherent to the design and use of VR experiences with people with dementia and their carers through an inductive thematic analysis. We also provide a series of future directions for work in VR and dementia: 1) careful physical design, 2) making room for sharing, 3) utilizing all senses, 4) personalization, and 5) ensuring the active inclusion of the person with dementia.
尽管有迹象表明,娱乐虚拟现实(VR)体验可能对痴呆症患者有益,但与通过VR治疗痴呆症的神经康复的大量工作相比,这一领域仍未得到探索。随着娱乐VR应用进入痴呆症市场,我们必须考虑如何为痴呆症患者设计VR体验,以提供舒适和丰富的体验。我们与来自当地痴呆症护理慈善机构的七名参与者合作,通过归纳主题分析,概述了设计和使用痴呆症患者及其护理人员的VR体验所固有的一些机遇和挑战。我们还提出了一系列未来VR和痴呆症工作的方向:1)精心的物理设计,2)为共享创造空间,3)利用所有感官,4)个性化,5)确保痴呆症患者的积极参与。
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引用次数: 105
Chibitronics in the Wild: Engaging New Communities in Creating Technology with Paper Electronics 电子技术在野外:参与新的社区创造技术与纸电子
Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173826
Jie Qi, L. Buechley, A. Huang, Patricia Ng, Sean Cross, J. Paradiso
We share a study on the public adoption the Chibitronics circuit sticker toolkit, an open source, commercially available hardware toolkit for learning and creating electronics on paper. We examine sales data over a two-and-a-half-year period from November 2013, when the kit was launched commercially, to June 2016. We also look at publicly available project documentation from users during this period. We find that the Chibitronics user community confounds norms for traditional technology-making communities, especially in gender demographics. We explore the artifacts and types of documentation produced by users to learn about the various backgrounds, values, and goals of subcommunities, which includes educators, Makers, and crafters. In particular, we focus on artifacts from the craft community as a surprising and distinctive subset of technology creators. The diversity in public engagement shows how paper electronics tools like Chibitronics can be an effective approach for engaging new and broader audiences to participate in technology creation.
我们分享了一项关于公众采用Chibitronics电路贴纸工具包的研究,这是一个开源的、商业上可用的硬件工具包,用于在纸上学习和创建电子产品。我们研究了从2013年11月该套件商业化推出到2016年6月的两年半期间的销售数据。在此期间,我们还会查看用户提供的公开项目文档。我们发现,Chibitronics用户社区混淆了传统技术制造社区的规范,特别是在性别人口统计方面。我们探索由用户产生的工件和文档类型,以了解子社区的各种背景、价值观和目标,其中包括教育者、制造者和工匠。特别地,我们关注来自工艺社区的人工制品,作为技术创造者的一个令人惊讶和独特的子集。公众参与的多样性表明,像Chibitronics这样的纸质电子工具可以成为吸引更多新受众参与技术创造的有效途径。
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引用次数: 32
期刊
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems
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